bunnei
d190b46a38
gl_renderer: Cache textures, framebuffers, and shaders based on CPU address.
2018-08-31 13:07:27 -04:00
bunnei
3a96e40e8a
gl_rasterizer: Fix issues with the rasterizer cache.
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- Use a single cached page map.
- Fix calculation of ending page.
2018-08-31 13:07:27 -04:00
greggameplayer
4146a4499c
Implement BC6H_UF16 & BC6H_SF16 ( #1092 )
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* Implement BC6H_UF16 & BC6H_SF16
Require by ARMS
* correct coding style
* correct coding style part 2
2018-08-31 12:11:19 -04:00
bunnei
72d9c217a5
Merge pull request #1204 from lioncash/pimpl
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core: Make the main System class use the PImpl idiom
2018-08-31 11:31:20 -04:00
bunnei
609011810c
Merge pull request #1207 from degasus/hotfix
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Report correct shader size.
2018-08-31 11:21:15 -04:00
Lioncash
88597535d6
core: Make the main System class use the PImpl idiom
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core.h is kind of a massive header in terms what it includes within
itself. It includes VFS utilities, kernel headers, file_sys header,
ARM-related headers, etc. This means that changing anything in the
headers included by core.h essentially requires you to rebuild almost
all of core.
Instead, we can modify the System class to use the PImpl idiom, which
allows us to move all of those headers to the cpp file and forward
declare the bulk of the types that would otherwise be included, reducing
compile times. This change specifically only performs the PImpl portion.
2018-08-31 07:16:57 -04:00
Markus Wick
63b73acd24
Report correct shader size.
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Seems like this was an oversee in regards to adb089c816
It changed GLShader::ProgramCode to a std::vector, so sizeof is wrong.
2018-08-31 09:56:37 +02:00
Hexagon12
7afccb51a2
Added predicate comparison GreaterEqualWithNan
2018-08-31 10:40:18 +03:00
Laku
a7f046e97f
gl_shader_decompiler: Implement POPC ( #1203 )
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* Implement POPC
* implement invert
2018-08-30 21:32:58 -04:00
bunnei
746e4e9014
Merge pull request #1200 from bunnei/improve-ipa
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gl_shader_decompiler: Improve IPA for Pass mode with Position attribute.
2018-08-30 10:31:26 -04:00
tech4me
6df9c631c2
Shaders: Implemented IADD3
2018-08-29 13:44:41 -04:00
bunnei
cda7c87ade
gl_shader_decompiler: Improve IPA for Pass mode with Position attribute.
2018-08-29 00:37:29 -04:00
bunnei
124c5b77ad
Merge pull request #1193 from lioncash/priv
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gpu: Make memory_manager private
2018-08-28 12:28:57 -04:00
bunnei
6fd07fa8d3
Merge pull request #1192 from lioncash/unused
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gl_rasterizer: Remove unused variables
2018-08-28 12:28:13 -04:00
Lioncash
33943e0928
gl_shader_cache: Remove unused program_code vector in GetShaderAddress()
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Given std::vector is a type with a non-trivial destructor, this
variable cannot be optimized away by the compiler, even if unused.
Because of that, something that was intended to be fairly lightweight,
was actually allocating 32KB and deallocating it at the end of the
function.
2018-08-28 11:20:41 -04:00
Lioncash
b4a81f9bca
gpu: Make memory_manager private
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Makes the class interface consistent and provides accessors for
obtaining a reference to the memory manager instance.
Given we also return references, this makes our more flimsy uses of
const apparent, given const doesn't propagate through pointers in the
way one would typically expect. This makes our mutable state more
apparent in some places.
2018-08-28 11:11:50 -04:00
Lioncash
a08b7d9e11
gl_rasterizer: Remove unused variables
2018-08-28 10:46:29 -04:00
bunnei
22a22cec64
renderer_opengl: Implement a new shader cache.
2018-08-27 18:26:46 -04:00
bunnei
4dd06095a7
gl_rasterizer_cache: Update to use RasterizerCache base class.
2018-08-27 18:26:46 -04:00
Lioncash
e0675e91ef
gl_rasterizer: Correct assertion condition in SyncLogicOpState()
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Previously the assert would always be hit, since it was the equivalent
of: array == nullptr, which is never true.
2018-08-23 23:00:54 -04:00
bunnei
2f8521eae0
Merge pull request #1160 from bunnei/surface-reserve
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gl_rasterizer_cache: Several improvements
2018-08-23 12:04:37 -04:00
bunnei
e7cc3bcae7
gl_rasterizer_cache: Blit when possible on RecreateSurface.
2018-08-23 11:27:01 -04:00
bunnei
c9000e6328
gl_rasterizer_cache: Reserve surfaces that have already been created for later use.
2018-08-23 11:27:01 -04:00
bunnei
5199da26b7
gl_rasterizer_cache: Remove assert for RecreateSurface type.
2018-08-23 11:27:00 -04:00
bunnei
746d6392a1
gl_rasterizer_cache: Implement compressed texture copies.
2018-08-23 11:27:00 -04:00
bunnei
462f484da7
gl_rasterizer: Implement stencil test.
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- Used by Splatoon 2.
2018-08-23 11:08:49 -04:00
bunnei
f6cebf81e7
gl_rasterizer: Implement partial color clear and stencil clear.
2018-08-23 11:08:48 -04:00
bunnei
61768b717a
gl_state: Update to handle stencil front/back face separately.
2018-08-23 11:08:46 -04:00
bunnei
fc8c6f71ee
Merge pull request #1157 from lioncash/vec
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gl_shader_gen: Use a std::vector to represent program code instead of std::array
2018-08-23 02:19:00 -04:00
bunnei
74daf9e1ee
Merge pull request #1156 from Lakumakkara/lop3
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gl_shader_decompiler: Implement LOP3
2018-08-23 02:16:49 -04:00
Lioncash
98e5080859
gl_shader_gen: Make ShaderSetup's constructor explicit
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Prevents implicit conversions.
2018-08-22 17:04:44 -04:00
Lioncash
adb089c816
gl_shader_gen: Use a std::vector to represent program code instead of std::array
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While convenient as a std::array, it's also quite a large set of data as
well (32KB). It being an array also means data cannot be std::moved. Any
situation where the code is being set or relocated means that a full
copy of that 32KB data must be done.
If we use a std::vector we do need to allocate on the heap, however, it
does allow us to std::move the data we have within the std::vector into
another std::vector instance, eliminating the need to always copy the
program data (as std::move in this case would just transfer the pointers
and bare necessities over to the new vector instance).
2018-08-22 17:04:44 -04:00
Laku
f4b60039ef
more fixes
2018-08-23 00:01:40 +03:00
Laku
a3046a0dc8
fixes
2018-08-22 21:33:32 +03:00
Lioncash
3f4bfaa5b6
renderer_opengl: Namespace OpenGL code
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Namespaces all OpenGL code under the OpenGL namespace.
Prevents polluting the global namespace and allows clear distinction
between other renderers' code in the future.
2018-08-22 06:14:47 -04:00
Laku
f7ad34ce7f
remove debug logging
2018-08-22 11:45:28 +03:00
Laku
5a8c2eff39
implement lop3
2018-08-22 10:09:44 +03:00
bunnei
cd6e3b910d
Merge pull request #1154 from OatmealDome/topology-lines
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maxwell_to_gl: Implement PrimitiveTopology::Lines
2018-08-22 01:08:34 -04:00
bunnei
253f664f7f
Merge pull request #1124 from Subv/logic_ops
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GPU: Implemented logic ops.
2018-08-22 01:05:25 -04:00
OatmealDome
0125283439
maxwell_to_gl: Implement PrimitiveTopology::Lines
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Used by Splatoon 2's debug menu.
2018-08-22 01:01:06 -04:00
bunnei
07dea7f17f
Revert "Shader: Use the right sampler type in the TEX, TEXS and TLDS instructions."
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- This reverts commit 18b91924b1 .
- This commit had broken a lot of games. We really should do a full implementation of this in one change.
2018-08-21 20:07:40 -04:00
bunnei
cd3cf87aaa
Merge pull request #1123 from lioncash/screen
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rasterizer_interface: Remove renderer-specific ScreenInfo type from AccelerateDraw() in RasterizerInterface
2018-08-21 01:18:34 -04:00
bunnei
dda8fe0b56
Merge pull request #1132 from Subv/gl_FragDepth
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Shaders: Implement depth writing in fragment shaders.
2018-08-21 01:17:53 -04:00
bunnei
c0e983b953
Merge pull request #1134 from lioncash/log
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renderer_opengl: Use LOG_DEBUG for GL_DEBUG_SEVERITY_NOTIFICATION and GL_DEBUG_SEVERITY_LOW logs
2018-08-21 01:17:31 -04:00
bunnei
98ba049746
Merge pull request #1121 from Subv/tex_reinterpret
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Rasterizer: Use PBOs to reinterpret texture formats when games re-use the same memory.
2018-08-21 01:06:40 -04:00
Lioncash
7ed85cccca
renderer_opengl: Use LOG_DEBUG for GL_DEBUG_SEVERITY_NOTIFICATION and GL_DEBUG_SEVERITY_LOW logs
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LOG_TRACE is only enabled on debug builds which can be quite slow when
trying to debug graphics issues. Instead we can log the messages to the
debug log, which is available on both release and debug builds.
2018-08-21 00:23:09 -04:00
bunnei
b3546e839d
Merge pull request #1133 from lioncash/guard
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gl_stream_buffer: Add missing header guard
2018-08-20 23:37:55 -04:00
Lioncash
80ce7b69d5
gl_stream_buffer: Add missing header guard
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Prevents potential compilation errors from occuring due to multiple
inclusions
2018-08-20 23:25:08 -04:00
Subv
ca79c467bb
Shaders: Implement depth writing in fragment shaders.
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We'll write <last color output reg + 2> to gl_FragDepth.
2018-08-20 21:57:56 -05:00
bunnei
8e3dc543a2
Merge pull request #1131 from bunnei/impl-tex3d-texcube
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gl_shader_decompiler: Implement TextureCube/Texture3D for TEX/TEXS.
2018-08-20 22:15:18 -04:00